Toxic Frog
01-03-2006, 04:28 PM
I searched and didn't find a specific answer, so here goes:
I am setting up a face (the stop staring method), and want bump maps to work with the morph controllers. So, for example, when I move the 'squint' controller, the mesh morphs and the bump map around the eyes fades in.
So, I created a composite material for the bump slot (it's a sub surfaces scatter material). As of now I have 3 layers:
BMP_Base
BMP_SquintL
BMP_SquintR
When only the BMP_Base is active, the bump shows up fine. When I add another layer to the composite, all bumping is gone.
The base color for all bump maps is 127,127,127
The alpha source for each bitmap is RGB intensity.
What's strange is that I did a test and it worked fine, but in the test I was using a standard material, not SSS.
Any suggestions?
I am setting up a face (the stop staring method), and want bump maps to work with the morph controllers. So, for example, when I move the 'squint' controller, the mesh morphs and the bump map around the eyes fades in.
So, I created a composite material for the bump slot (it's a sub surfaces scatter material). As of now I have 3 layers:
BMP_Base
BMP_SquintL
BMP_SquintR
When only the BMP_Base is active, the bump shows up fine. When I add another layer to the composite, all bumping is gone.
The base color for all bump maps is 127,127,127
The alpha source for each bitmap is RGB intensity.
What's strange is that I did a test and it worked fine, but in the test I was using a standard material, not SSS.
Any suggestions?
